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Making Awesome Happen
 Agile House is an agile consulting, training 
and coaching partnership dedicated to 
helping organizations maximize their 
potential through implementation of agile 
and lean principles and practices 
Copyright 2014 Agile House LLC 2 
 Dwayne Stroman 
 Agile House Partner, SAFe Program 
Consultant, Certified Scrum Master, Agile 
Coach 
 26 year veteran of the development trenches 
 Passionate about all aspects of agile, especially 
geared towards engineering and lean practices 
 Avid motorcycle nut (Racing, Riding, Repairing) 
DwayneS@AgileHouse.com
Copyright 2014 Agile House LLC 3 
 Understand what a 
Flash Build is (and is 
not) 
 Understand when to 
use a Flash Build 
 Learn how to 
organize a Flash 
Build
 1-2 day event to accomplish something 
Awesome 
 Scrum in a bottle 
 “Team for a day” approach 
 All that’s good about agile, wrapped up into a 
single day 
Copyright 2014 Agile House LLC 5
 Build something cool and useful in a 
short time period 
 Teach agile mindset without ever 
saying ‘Agile’ 
 Jumpstart a project that is stuck or 
stalling out 
Copyright 2014 Agile House LLC 6
 End Of Day Goal 
 Just enough and continuous planning 
 Mini-Scrum 
◦ Product Ownership 
◦ Feature backlog 
◦ Story Selection 
◦ Standups 
◦ Demo 
◦ Retrospectives 
 Stakeholder demo 
Copyright 2014 Agile House LLC 7
 Roots in Flash Mob concept 
 Consolidation of other ideas into a repeatable 
process 
 Flash Build Chemistry is the recipe 
Our hope is that others will use this tool and 
continue to make it better. 
Copyright 2014 Agile House LLC 8
 High impact feature with immediate value 
 Technologists and SME’s are spread thin 
 Need to jumpstart a project 
 When ‘Agile’ is a bad word 
Copyright 2014 Agile House LLC 9
Flash Builds add great value when the 
core constraint is getting the right 
people committed long enough to solve 
the problem 
Copyright 2014 Agile House LLC 10
Time Event 
8:00 am Intro and Explanation 
8:15 am Goals and Objectives – End Of Day 
8:45 am Technology Presentation (if needed) 
9:00 am Planning Game 
Copyright 2014 Agile House LLC 11 
9:30 am Sprint 1 
10:45 am Standup 
12:00 pm Demo/Retro /Lunch / Re-plan 
1:30 pm Sprint 2 
2:45 pm Standup 
4:00 pm Demo 
4:30 pm Retro/Wrap-up
Time Event 
8:00 am Intro and Explanation 
8:15 am Goals and Objectives – End Of Day 
8:45 am Technology Presentation (if needed) 
9:00 am Planning Game 
End of Day Goal - Examples 
 Need to quickly reproduce dev environments 
◦ Build a way to spin up development VM’s on the fly 
 Marketing needs a better way to know what our online 
customers are doing 
◦ Build reporting to provide KPI’s of customer email preferences 
 Need to quickly replace underlying database technology 
◦ Give me a working proof of concept of this technology 
 Need to dramatically improve quality and consistency 
◦ Build an automated test framework 
Our stakeholders are coming to see this feature at the end of 
the day 
Copyright 2014 Agile House LLC 12 
9:30 am Sprint 1 
10:45 am Standup 
12:00 pm Demo/Retro /Lunch / Re-plan 
1:30 pm Sprint 2 
2:45 pm Standup 
4:00 pm Demo 
4:30 pm Retro/Wrap-up
 Select a Product Owner for each table 
 Create an End of Day Goal 
◦ Use something real from the PO’s current work 
environment 
◦ Help the Product Owner state this goal in End of 
Day language – make it obtainable 
◦ Ask clarifying questions and make suggestions and 
corrections as needed to make it realistic 
◦ Make sure that the goal requires working 
functionality (e.g. don’t just answer a question) 
Timebox: 10 minutes 
Copyright 2014 Agile House LLC 13
Copyright 2014 Agile House LLC 14
Time Event 
8:00 am Intro and Explanation 
8:15 am Goals and Objectives – End Of Day 
8:45 am Technology Presentation (if needed) 
9:00 am Planning Game 
 What do we as a team need to know 
before we start? 
 What technologies are we targeting? 
 What are the technology constraints? 
Copyright 2014 Agile House LLC 15 
9:30 am Sprint 1 
10:45 am Standup 
12:00 pm Demo/Retro /Lunch / Re-plan 
1:30 pm Sprint 2 
2:45 pm Standup 
4:00 pm Demo 
4:30 pm Retro/Wrap-up
Time Event 
8:00 am Intro and Explanation 
8:15 am Goals and Objectives – End Of Day 
8:45 am Technology Presentation (if needed) 
9:00 am Planning Game 
 Games have Rules 
 Needed Features 
◦ User Story format - Invitation to a conversation 
◦ Yellow post it’s 
 Determine dependencies and risks across teams 
◦ What are the cross dependencies? – pink post its 
◦ Synergies? 
◦ Collaboration Ops? 
◦ Risks? - purple post it’s 
 Prioritize 
 Plan first Sprint (morning session) 
 Team Creation (don’t get bogged down) 
Copyright 2014 Agile House LLC 16 
9:30 am Sprint 1 
10:45 am Standup 
12:00 pm Demo/Retro /Lunch / Re-plan 
1:30 pm Sprint 2 
2:45 pm Standup 
4:00 pm Demo 
4:30 pm Retro/Wrap-up
As a team (your table) you are going to do high 
level planning for the Product Owners End of 
Day goal 
 Working functionality is target and knowledge 
gained should be a valued byproduct 
 Stories or tasks, but stick to the “Invitation to 
a conversation” mantra 
 Keep MVP in mind, this will go out the door 
tomorrow 
 Don’t ignore quality 
Timebox: 10 minutes 
Copyright 2014 Agile House LLC 17
Copyright 2014 Agile House LLC 18
Time Event 
8:00 am Intro and Explanation 
8:15 am Goals and Objectives – End Of Day 
8:45 am Technology Presentation (if needed) 
9:00 am Planning Game 
 Execute (Do, Test, Review, repeat) 
◦ Take one task at a time 
◦ Collaboration with PO and other teams is vital 
 Standup 
◦ Are we on track? 
◦ Need to re-plan? 
◦ Adjustments to process? 
 Prep for demo 
◦ Dedicated time, no extra feature work 
◦ Review the demo portions with each other 
Copyright 2014 Agile House LLC 19 
9:30 am Sprint 1 
10:45 am Standup 
12:00 pm Demo/Retro /Lunch / Re-plan 
1:30 pm Sprint 2 
2:45 pm Standup 
4:00 pm Demo 
4:30 pm Retro/Wrap-up
Time Event 
8:00 am Intro and Explanation 
8:15 am Goals and Objectives – End Of Day 
8:45 am Technology Presentation (if needed) 
9:00 am Planning Game 
 Demo and feedback - (not optional!) 
◦ PO (if no stakeholders present) provide 
directional feedback 
 Retrospect 
◦ What did we learn? 
◦ Changes to the plan? 
◦ Are we building something consumable? 
 Lunch 
◦ Try to keep everyone in the room for more 
collaboration 
◦ Allow ‘Hackathon’ mentality during lunch 
 Replan 
◦ At the board 
◦ Ensure cross team collaboration and synch 
Copyright 2014 Agile House LLC 20 
9:30 am Sprint 1 
10:45 am Standup 
12:00 pm Demo/Retro /Lunch / Re-plan 
1:30 pm Sprint 2 
2:45 pm Standup 
4:00 pm Demo 
4:30 pm Retro/Wrap-up
Time Event 
8:00 am Intro and Explanation 
8:15 am Goals and Objectives – End Of Day 
8:45 am Technology Presentation (if needed) 
9:00 am Planning Game 
 Same format as Sprint 1 
◦ Execute (Do, Test, Review, repeat) 
◦ Standup 
◦ Prep for demo 
◦ Is it consumable? 
◦ 2 minute warning – Stakeholders on their way! 
 Demo and feedback - (not optional!) 
◦ Stakeholders mandatory 
◦ Yea or Nay on release to the wild 
Copyright 2014 Agile House LLC 21 
9:30 am Sprint 1 
10:45 am Standup 
12:00 pm Demo/Retro /Lunch / Re-plan 
1:30 pm Sprint 2 
2:45 pm Standup 
4:00 pm Demo 
4:30 pm Retro/Wrap-up
Time Event 
8:00 am Intro and Explanation 
8:15 am Goals and Objectives – End Of Day 
8:45 am Technology Presentation (if needed) 
9:00 am Planning Game 
 Did we meet our End of Day goal? 
 What knowledge did we gain? 
 Strengths we discovered? 
 Weaknesses we uncovered? 
 Changes to our next Flash Build? 
 Action Items – Who will deploy, clean up, 
market, etc 
Copyright 2014 Agile House LLC 22 
9:30 am Sprint 1 
10:45 am Standup 
12:00 pm Demo/Retro /Lunch / Re-plan 
1:30 pm Sprint 2 
2:45 pm Standup 
4:00 pm Demo 
4:30 pm Retro/Wrap-up
 At Target, we received these comments 
 “What we got done today we had estimated as 
18 weeks of work” 
 “We got way more done, and this is more 
fun!” 
 First Flash Build produced a working version 
of a service management system, subsequent 
FB’s produced other working components 
 First hour of first FB solved the 800 lb. gorilla 
problem 
Copyright 2014 Agile House LLC 23
Like any tool, Flash Builds can be overused or 
misused 
 Every day use is overkill and will lessen the 
effect of the tool 
 Don’t use as a crutch to cover up your team’s 
day to day issues 
 Don’t use as an excuse to avoid forming the 
right team 
Copyright 2014 Agile House LLC 24
 Understand what a Flash Build is (and is not) 
 Understand when to use a Flash Build 
 Learn how to organize a Flash Build 
Copyright 2014 Agile House LLC 25
Copyright 2014 Agile House LLC 26
Agile house   flash build

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Agile house flash build

  • 2.  Agile House is an agile consulting, training and coaching partnership dedicated to helping organizations maximize their potential through implementation of agile and lean principles and practices Copyright 2014 Agile House LLC 2  Dwayne Stroman  Agile House Partner, SAFe Program Consultant, Certified Scrum Master, Agile Coach  26 year veteran of the development trenches  Passionate about all aspects of agile, especially geared towards engineering and lean practices  Avid motorcycle nut (Racing, Riding, Repairing) DwayneS@AgileHouse.com
  • 3. Copyright 2014 Agile House LLC 3  Understand what a Flash Build is (and is not)  Understand when to use a Flash Build  Learn how to organize a Flash Build
  • 4.
  • 5.  1-2 day event to accomplish something Awesome  Scrum in a bottle  “Team for a day” approach  All that’s good about agile, wrapped up into a single day Copyright 2014 Agile House LLC 5
  • 6.  Build something cool and useful in a short time period  Teach agile mindset without ever saying ‘Agile’  Jumpstart a project that is stuck or stalling out Copyright 2014 Agile House LLC 6
  • 7.  End Of Day Goal  Just enough and continuous planning  Mini-Scrum ◦ Product Ownership ◦ Feature backlog ◦ Story Selection ◦ Standups ◦ Demo ◦ Retrospectives  Stakeholder demo Copyright 2014 Agile House LLC 7
  • 8.  Roots in Flash Mob concept  Consolidation of other ideas into a repeatable process  Flash Build Chemistry is the recipe Our hope is that others will use this tool and continue to make it better. Copyright 2014 Agile House LLC 8
  • 9.  High impact feature with immediate value  Technologists and SME’s are spread thin  Need to jumpstart a project  When ‘Agile’ is a bad word Copyright 2014 Agile House LLC 9
  • 10. Flash Builds add great value when the core constraint is getting the right people committed long enough to solve the problem Copyright 2014 Agile House LLC 10
  • 11. Time Event 8:00 am Intro and Explanation 8:15 am Goals and Objectives – End Of Day 8:45 am Technology Presentation (if needed) 9:00 am Planning Game Copyright 2014 Agile House LLC 11 9:30 am Sprint 1 10:45 am Standup 12:00 pm Demo/Retro /Lunch / Re-plan 1:30 pm Sprint 2 2:45 pm Standup 4:00 pm Demo 4:30 pm Retro/Wrap-up
  • 12. Time Event 8:00 am Intro and Explanation 8:15 am Goals and Objectives – End Of Day 8:45 am Technology Presentation (if needed) 9:00 am Planning Game End of Day Goal - Examples  Need to quickly reproduce dev environments ◦ Build a way to spin up development VM’s on the fly  Marketing needs a better way to know what our online customers are doing ◦ Build reporting to provide KPI’s of customer email preferences  Need to quickly replace underlying database technology ◦ Give me a working proof of concept of this technology  Need to dramatically improve quality and consistency ◦ Build an automated test framework Our stakeholders are coming to see this feature at the end of the day Copyright 2014 Agile House LLC 12 9:30 am Sprint 1 10:45 am Standup 12:00 pm Demo/Retro /Lunch / Re-plan 1:30 pm Sprint 2 2:45 pm Standup 4:00 pm Demo 4:30 pm Retro/Wrap-up
  • 13.  Select a Product Owner for each table  Create an End of Day Goal ◦ Use something real from the PO’s current work environment ◦ Help the Product Owner state this goal in End of Day language – make it obtainable ◦ Ask clarifying questions and make suggestions and corrections as needed to make it realistic ◦ Make sure that the goal requires working functionality (e.g. don’t just answer a question) Timebox: 10 minutes Copyright 2014 Agile House LLC 13
  • 14. Copyright 2014 Agile House LLC 14
  • 15. Time Event 8:00 am Intro and Explanation 8:15 am Goals and Objectives – End Of Day 8:45 am Technology Presentation (if needed) 9:00 am Planning Game  What do we as a team need to know before we start?  What technologies are we targeting?  What are the technology constraints? Copyright 2014 Agile House LLC 15 9:30 am Sprint 1 10:45 am Standup 12:00 pm Demo/Retro /Lunch / Re-plan 1:30 pm Sprint 2 2:45 pm Standup 4:00 pm Demo 4:30 pm Retro/Wrap-up
  • 16. Time Event 8:00 am Intro and Explanation 8:15 am Goals and Objectives – End Of Day 8:45 am Technology Presentation (if needed) 9:00 am Planning Game  Games have Rules  Needed Features ◦ User Story format - Invitation to a conversation ◦ Yellow post it’s  Determine dependencies and risks across teams ◦ What are the cross dependencies? – pink post its ◦ Synergies? ◦ Collaboration Ops? ◦ Risks? - purple post it’s  Prioritize  Plan first Sprint (morning session)  Team Creation (don’t get bogged down) Copyright 2014 Agile House LLC 16 9:30 am Sprint 1 10:45 am Standup 12:00 pm Demo/Retro /Lunch / Re-plan 1:30 pm Sprint 2 2:45 pm Standup 4:00 pm Demo 4:30 pm Retro/Wrap-up
  • 17. As a team (your table) you are going to do high level planning for the Product Owners End of Day goal  Working functionality is target and knowledge gained should be a valued byproduct  Stories or tasks, but stick to the “Invitation to a conversation” mantra  Keep MVP in mind, this will go out the door tomorrow  Don’t ignore quality Timebox: 10 minutes Copyright 2014 Agile House LLC 17
  • 18. Copyright 2014 Agile House LLC 18
  • 19. Time Event 8:00 am Intro and Explanation 8:15 am Goals and Objectives – End Of Day 8:45 am Technology Presentation (if needed) 9:00 am Planning Game  Execute (Do, Test, Review, repeat) ◦ Take one task at a time ◦ Collaboration with PO and other teams is vital  Standup ◦ Are we on track? ◦ Need to re-plan? ◦ Adjustments to process?  Prep for demo ◦ Dedicated time, no extra feature work ◦ Review the demo portions with each other Copyright 2014 Agile House LLC 19 9:30 am Sprint 1 10:45 am Standup 12:00 pm Demo/Retro /Lunch / Re-plan 1:30 pm Sprint 2 2:45 pm Standup 4:00 pm Demo 4:30 pm Retro/Wrap-up
  • 20. Time Event 8:00 am Intro and Explanation 8:15 am Goals and Objectives – End Of Day 8:45 am Technology Presentation (if needed) 9:00 am Planning Game  Demo and feedback - (not optional!) ◦ PO (if no stakeholders present) provide directional feedback  Retrospect ◦ What did we learn? ◦ Changes to the plan? ◦ Are we building something consumable?  Lunch ◦ Try to keep everyone in the room for more collaboration ◦ Allow ‘Hackathon’ mentality during lunch  Replan ◦ At the board ◦ Ensure cross team collaboration and synch Copyright 2014 Agile House LLC 20 9:30 am Sprint 1 10:45 am Standup 12:00 pm Demo/Retro /Lunch / Re-plan 1:30 pm Sprint 2 2:45 pm Standup 4:00 pm Demo 4:30 pm Retro/Wrap-up
  • 21. Time Event 8:00 am Intro and Explanation 8:15 am Goals and Objectives – End Of Day 8:45 am Technology Presentation (if needed) 9:00 am Planning Game  Same format as Sprint 1 ◦ Execute (Do, Test, Review, repeat) ◦ Standup ◦ Prep for demo ◦ Is it consumable? ◦ 2 minute warning – Stakeholders on their way!  Demo and feedback - (not optional!) ◦ Stakeholders mandatory ◦ Yea or Nay on release to the wild Copyright 2014 Agile House LLC 21 9:30 am Sprint 1 10:45 am Standup 12:00 pm Demo/Retro /Lunch / Re-plan 1:30 pm Sprint 2 2:45 pm Standup 4:00 pm Demo 4:30 pm Retro/Wrap-up
  • 22. Time Event 8:00 am Intro and Explanation 8:15 am Goals and Objectives – End Of Day 8:45 am Technology Presentation (if needed) 9:00 am Planning Game  Did we meet our End of Day goal?  What knowledge did we gain?  Strengths we discovered?  Weaknesses we uncovered?  Changes to our next Flash Build?  Action Items – Who will deploy, clean up, market, etc Copyright 2014 Agile House LLC 22 9:30 am Sprint 1 10:45 am Standup 12:00 pm Demo/Retro /Lunch / Re-plan 1:30 pm Sprint 2 2:45 pm Standup 4:00 pm Demo 4:30 pm Retro/Wrap-up
  • 23.  At Target, we received these comments  “What we got done today we had estimated as 18 weeks of work”  “We got way more done, and this is more fun!”  First Flash Build produced a working version of a service management system, subsequent FB’s produced other working components  First hour of first FB solved the 800 lb. gorilla problem Copyright 2014 Agile House LLC 23
  • 24. Like any tool, Flash Builds can be overused or misused  Every day use is overkill and will lessen the effect of the tool  Don’t use as a crutch to cover up your team’s day to day issues  Don’t use as an excuse to avoid forming the right team Copyright 2014 Agile House LLC 24
  • 25.  Understand what a Flash Build is (and is not)  Understand when to use a Flash Build  Learn how to organize a Flash Build Copyright 2014 Agile House LLC 25
  • 26. Copyright 2014 Agile House LLC 26

Hinweis der Redaktion

  1. .5 minute
  2. .5 minute
  3. And equally important, what it is not. .5 minute
  4. 2 minutes Great tool to teach agile
  5. 2 minutes
  6. EoD – Do NOT deviate from working features! 2 minutes
  7. 2 minutes Flash Mob concept - Sharing a Common goal, first successful flash mob in Manhattan had 200 people applauding on key for 15 seconds and then just dispersing Other Ideas - Scaled Agile Framework scheduling concepts, Nordstroms Innovation Lab video on the Flash Build concept Chemistry - A blend of original inputs with experimentation, Steady and incremental improvement The results are only as good as the focus each participant has on her/his role in making it happen without the trappings of any framework or heavy process
  8. 2 minutes Commit to a team = tough, commit to 2 days? easier
  9. 2 minutes Commit to a team = tough, commit to 2 days? easier
  10. 1 minute A typical FB schedule, introduce the FB concepts to new participants “we are going to walk through the highlights of this schedule and simulate a couple of key portions”
  11. 1 minute Problem Statement - Product owner states the problem, impediments and End of Day goal to the team Impediment - Everyone is busy working on production enhancements and issues
  12. Start: 12 minutes This would be brought to the FB in semi-ready fashion
  13. 3 minutes
  14. 30 seconds
  15. Keep it a game, make it fun Start: 25 minutes 2 minutes User story format - High level, state the value and DoD, quick SP estimation
  16. Start 27 minutes
  17. 3 minutes
  18. Leave it to teams whether to take postits or leave on board Start 37 minutes 2 minutes
  19. 2 minutes
  20. 1 minute
  21. 2 minutes
  22. 1 minutes
  23. .5 minute